Just something to read. That is all. No questions from me, except if you want to know more.
***
You see in a lot of games that units are called over powered. Or imbalanced. Or even useless, obsolete.
When you check their statistics, you can only think, "how is this not right?". The doctrine of balancing has been followed, the statistics clearly show this.
I like to think of bar's now.
One end of the bar; units are over powered.
The other end of the bar; units are useless.
But the fact remains that over powered units can only exist when useless units exist.
So to get rid of over powered units. Simply get rid of the useless units. Right?
Or what about finding the most optimal unit for the job at hand?
So, for what reason are certain units useless?
I learned that most designers follow a basic formula for balance. Later on they further increase balance of the game by playing it and adjusting the unit designs.
Those games that lack this dedication, are often imbalanced later on and regarded as bad.
But perhaps there can be a step in between.
If designers ask themselves this question:
"What kind of combat is the unit going to face any way?"
Then we can take a look at which designs are the most optimal. And how much the designs compare in score.
This way too, an overpowered unit can remain in its role. But be "fairly" tweaked into a somewhat weaker variant. Since the other units are somewhat less optimal for the game as well.
***
I consider 4 situations where enemy incoming fire is taking place. That also asks for a certain design of units. To make matters worse, certain combat mechanics are required to be in the game.
- Spotting the weakness;
In some games, you need to find a weakness in the enemy army or base. Mostly hit and run units are used to deal with these weaknesses. But it is also possible that these units have only this purpose. It is for that same reason that they are considered useless, if the weakness isn't present.
The rarest designs: Probably because they are the weakest as well. And the fact remains that this tactic is also very rare in war-games.
- Having to face Focus/Sniping;
Here you fight an enemy, that kills your units 1 by 1. Even if they are the heaviest of tanks. If they die one by one, they are being sniped. I am not talking about a player who probably made the wrong choice. But a situation that can even happen with equal units. But it is also possible that you are dealing with a slow progress game.
- Being able to do Micro;
Here you fight the enemy. But this time, your units can survive, can retreat, can join the battle later again. Complete retreat means being hunt down in this case. This Micro is of course only possible if plenty of units are present in the army.
- Chaos;
Here you have, no control, over the combat, whatsoever.
***
I have named 4 different combat situations. And the influence of these situations can have a big impact on the most optimal unit designs.
Most games are a good mixture of these 4. But certain combat situations might only occur at certain moments in the game. This is where "early, mid and late game units" comes from.
Other games have a messed up resource management compared to what they first where intended to. And some combat situation are removed from the game by this new game play.
The "Spotting the weakness" is one of combat situations that is removed first from the game by changes to the game mechanics as a whole. This has a huge impact on which units are useful/useless.
But I have seen the other way around as well. By removing for example a proper resource management, not much coverage is present. Players either have small compact armies now. Or the base isn't covered at all.
RPS effects can also be very decisive in this regard.
***
I have found out that math can give us a good view on the 4 situations. It goes all the way back to units that only do damage and are present in a certain amount.
The only factors that have influence on the comparison are:
- Damage.
- Number of units, which I make depending on the total costs of the design by the first basic formula.
- How fast that number of units can decline in the game.
- For one occasion, the health/damage ratio.
- For one occasion, how much time is there left?
There aren't much math fans here. And I don't know if "following the doctrine on balance" makes any sense to most. So I try to explain what happens with the armies, instead of putting it into formula's.
- Spotting the weakness;
No matter how you look at it. As long as the attacking units serve their purpose and don't die. The design with the highest damage is the best. It turns out that having 1 unit for the same cost and armor, does the maximum damage. After all, "how much time is there left?"
- Having to face Focus/Sniping;
The units die one by one. There is some optimal point were the number of units and damage output create the most total damage. Obviously, 1 unit with all that damage is not the best design. Having 2 units with moderate damage is already better. Since one of the 2 units will, in a sense, do twice as much damage.
- Being able to do Micro;
The whole squad will do damage, until all units are damage to a point where they are being "sniped". This is depending on how much health compares to the damage in the game. 1:1 means that the units get sniped. 2:1 means a 50-50 deal. And 3:1 or more for health means that it will look more and more like a chaos combat.
- Chaos;
The whole squad will do damage, until all units die as if they are the same squad from "spotting the weakness". The strength here lies within the number of units.
***
With math, I could show HOW I apply scores to the unit designs.
The best scores show that these are the best designs for the given situation.
It could be completely with formula's. But using a set of examples is also an option.
If any one likes to know the math examples. And which way, please let me know.
Cheers,
X3M
They do indeed influence a lot on balance of the game. I only mentioned them briefly because it is hard to see for people that resources can make players choose unit A or B.
Card games suffer just as much from this challenge than RTS or War games.
I have some examples in this:
1 - Dune 2000 game play.
This fine game has the perfect RPS for the intended use of only 1 or 2 harvesters. Just like the previous 2 C&C games, namely C&C and Red Alert. There, even 1 harvester can win you the day with ease. These games rely a lot on "Spotting the weakness".
But when going online, you see 12 harvesters per player. And there are only 3 units present. The best unit of each production facility. Just to make sure you push out as many units as possible. The battle's are eventually completely chaotic. And the winner is decided by the one who has most control in this chaos.
2 - My board game.
I tested to see when my heavy infantry (6 points each) would beat the lighter infantry (just 1 point), while there is build up of forces. I adjusted the resources for the tests. And the goal for the factions was to rule forever.
It was back in the old days that I didn't use the "bonus" rule, but allowed a permanent focus rule for fairness. So there was imbalance between small and big, just like in the oldest RTS games. "Sniping" took place, if you will.
Every round, there was first combat, then placement.
I got the results here (which is more math now):
Resources: 1/round
Ends up with the heavy infantry winning.
I thought, it was safely to assume that more income would also win them the world. I thought.
The second heavy infantry arrived when there are 3 light infantry present. So I thought by halving the resources, the light infantry might reach 6. But that is wrong. They got to 3 because they too where reborn.
Resources: 0,5/round
The light infantry get defeated now. But from nothingness, they also manage to get rid of the heavy infantry. Eventually, the heavy infantry take the world once more.
Resources: 2/round
Perfect balance. The light infantry are always present too. But their population never exceeds that of 6. If the resource pools are limited. This is the only game where the light infantry win.
If the light infantry where to wait one round for having 8 infantry for the first assault. Then the same infinite balance would be achieved.
Even if the light infantry wait for a longer time.
Resources: 3/round
The fight is hard. But slowly but certain, the heavy infantry get the upper hand and then their growth explodes to almost a steady 1 per 2 rounds.
I wondered if there was a situation where the light infantry also could grow like that. I searched close to the 2/round. But 2/round is the most optimal in this case.
Is there a case where both sides share the world in a never ending world war? The answer might surprise you, but no. The heavy infantry see moments where they slightly have the upper hand. And can do some extra damage there. Slowly but certain, the light infantry will miss their extra damage. And eventually, their population drops to 0.
2b - My board game WITH the bonus rule.
The bonus rule came to life since many players pitted the so called equal units to each other. This means that 6 light infantry should be equal to 1 light tank. Actually, the same as above example, but then at a much slower speed. The bonus rule is a simple +50% damage per weapon, linked to the difference in army size.
Only when the army drops to below 67% in size, the damage too will start to drop. This is for both sides present.
I wondered if the light infantry truly had better chances. They did not get their growth because of the bonus rule. But they do gained more situations where a stable population remained present. All close to the 2 resources per round. How wide this balance is on the resource/round bar, I never tested it. But I was happy to find that 1 resource/round also creates balance for the light infantry upper hand now.
Next post about "no resources"?
After all, this post is more about immediate refill of the forces on the battle field.